local mType = Game.createMonsterType("Bandit")
local monster = {}

monster.description = "a bandit"
monster.experience = 65
monster.outfit = {
	lookType = 129,
	lookHead = 58,
	lookBody = 40,
	lookLegs = 24,
	lookFeet = 95,
	lookAddons = 0,
	lookMount = 0
}

monster.raceId = 223
monster.Bestiary = {
	class = "Human",
	race = BESTY_RACE_HUMAN,
	toKill = 500,
	FirstUnlock = 25,
	SecondUnlock = 250,
	CharmsPoints = 15,
	Stars = 2,
	Occurrence = 0,
	Locations = "Dark Cathedral, Tiquanda Bandit Caves, Outlaw Camp, mountain pass west of Ankrahmun, \z
		Tyrsung, Thais Bandit Cave, Formorgar Mines. Also summoned by Gamel."
	}

monster.health = 245
monster.maxHealth = 245
monster.race = "blood"
monster.corpse = 18050
monster.speed = 90
monster.manaCost = 450

monster.changeTarget = {
	interval = 5000,
	chance = 0
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = true,
	attackable = true,
	hostile = true,
	convinceable = true,
	pushable = true,
	rewardBoss = false,
	illusionable = true,
	canPushItems = true,
	canPushCreatures = false,
	staticAttackChance = 90,
	targetDistance = 1,
	runHealth = 25,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false
}

monster.light = {
	level = 0,
	color = 0
}

monster.voices = {
	interval = 5000,
	chance = 10,
	{text = "Your money or your life!", yell = false},
	{text = "Hand me your purse!", yell = false}
}

monster.loot = {
	{name = "gold coin", chance = 49000, maxCount = 30},
	{name = "axe", chance = 29900},
	{name = "mace", chance = 10100},
	{name = "chain helmet", chance = 5000},
	{name = "iron helmet", chance = 520},
	{name = "brass armor", chance = 2500},
	{name = "brass shield", chance = 16800},
	{name = "leather legs", chance = 15500},
	{name = "tomato", chance = 7630, maxCount = 2}
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -45}
}

monster.defenses = {
	defense = 15,
	armor = 15
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = -10},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = 0},
	{type = COMBAT_FIREDAMAGE, percent = 0},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 0},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = -5}
}

monster.immunities = {
	{type = "paralyze", condition = false},
	{type = "outfit", condition = false},
	{type = "invisible", condition = false},
	{type = "bleed", condition = false}
}

mType:register(monster)
